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Re: archery




Wright,

I've got to say that all of the different games that I've played in where 
there have been range increments for weapons (Silent Death, Shadow Run, 
BattleTech to name a few) do not have easy playability.  What slows down 
combat in any system that I've GMed is referencing and shuffling through 
a bunch of papers.  Now, granted, the above examples have different 
weapons with different ranges and damages but, from my understanding, 
there are 3 types of bow and 2-3 types of crossbows.  Even then, there 
are spears, slings (not that I've ever seen one used in AQ), etc. plus 
all of the melee weapons that can be thrown (but I can see these getting 
no significant range deviations for s/m/l).

I'm not saying that the range increments are bad; just that it will slow 
the game down a degree.  The "bad guys" in my adventure this last week 
all had a range weapon and I can't say as I'd look forward to fairly 
modifying each of their mods based on range.  This would mean that I 
would have to tweek my gming style a bit - which would not be a huge 
deal.  I am willing to be one of the gms play testing it for you in a 
few weeks.

BJ